<!DOCTYPE html>
<html lang="en">

	<head>
		<meta charset="UTF-8">
		<title>第一个three.js文件_WebGL三维场景</title>
		<style>
			body {
				margin: 0;
				overflow: hidden;
				/* 隐藏body窗口区域滚动条 */
			}
		</style>
		<!--引入three.js三维引擎-->
		<script src="http://www.yanhuangxueyuan.com/versions/threejsR92/build/three.js"></script>
		<script src='./JS/OrbitControls.js'></script>
		<!-- <script src="./three.js"></script> -->
		<!-- <script src="http://www.yanhuangxueyuan.com/threejs/build/three.js"></script> -->
	</head>

	<body>
		<script>
			let a = (callback)=>{
				return new Promise((res,rej)=>{
					callback('我在这边调用回调函数···································')
					// 判断
					res({
						code:200,
						msg:"请求成功",
						data:{
							name:"txt"
						}
					})
				})
			}
			let callback=(txt)=>{
				console.warn(txt)
			}
			
			
			(async function fn(){
				let res =  await a(callback)
				console.log('取到数据：',res)
			})()
		</script>
		
		
		
		
		<script>
			// 创建场景对象Scene
			var scene = new THREE.Scene();

			/**
			 * 创建网格模型
			 */
			// 创建一个立方体几何对象
			var geometry01 = new THREE.BoxGeometry(20, 20, 20);
			// 材质对象Material,  实现漫反射进行渲染
			var material01 = new THREE.MeshLambertMaterial({
				color: 0x0000ff,
				wireframe:true,//网格模型以线条的模式渲染
			});
			// 网格模型对象Mesh
			var mesh = new THREE.Mesh(geometry01, material01);
			// 网格模型添加到场景中
			scene.add(mesh);

			// 创建一个球体几何对象
			var geometry2 = new THREE.SphereGeometry(60, 40, 40);
			var material2 = new THREE.MeshLambertMaterial({
				color: 0xff00ff,
				opacity: 0.2,
				transparent: true
			});
			var mesh2 = new THREE.Mesh(geometry2, material2); //网格模型对象Mesh
			mesh2.translateY(120); //球体网格模型沿Y轴正方向平移120
			scene.add(mesh2);

			// 圆柱网格模型
			var geometry3 = new THREE.CylinderGeometry(50, 50, 100, 25);
			var material3 = new THREE.MeshLambertMaterial({
				color: 0xffff00
			});
			material3.opacity = 0.5;
			material3.transparent = true;
			var mesh3 = new THREE.Mesh(geometry3, material3); //网格模型对象Mesh
			// mesh3.translateX(120); //球体网格模型沿Y轴正方向平移120
			mesh3.position.set(120, 0, 0); //设置mesh3模型对象的xyz坐标为120,0,0
			scene.add(mesh3); //


			// 圆柱网格模型
			var geometry4 = new THREE.CylinderGeometry(50, 50, 100, 25);
			
			// 添加高光效果
			var sphereMaterial = new THREE.MeshPhongMaterial({
				color: 0x0000ff,
				specular: 0x4488ee,		//高光颜色
				shininess: 8			// 光照强度的系数
			});
			var mesh4 = new THREE.Mesh(geometry4, sphereMaterial);
			mesh4.position.set(250, 100, 0);
			scene.add(mesh4); //


			// 辅助三维坐标系AxisHelper
			var axisHelper = new THREE.AxisHelper(250);
			scene.add(axisHelper);




			/**
			 * 光源设置
			 */
			//点光源
			var point = new THREE.PointLight(0xffffff);
			point.position.set(0, 0, 0); //点光源位置
			// 通过add方法插入场景中，不插入的话，渲染的时候不会获取光源的信息进行光照计算
			scene.add(point); //点光源添加到场景中
			
			// 点光源2  位置和point关于原点对称
			var point2 = new THREE.PointLight(0xffffff);
			point2.position.set(-400, -200, -300); //点光源位置
			scene.add(point2); //点光源添加到场景中
			

			//环境光		境光颜色与网格模型的颜色进行RGB进行乘法运算
			var ambient = new THREE.AmbientLight(0xffffff);
			var ambient = new THREE.AmbientLight(0x444444);
			scene.add(ambient);
			
			// console.log(scene.children)
			
			
			
			/**
			 * 相机设置
			 */
			var width = window.innerWidth; //窗口宽度
			var height = window.innerHeight; //窗口高度
			var k = width / height; //窗口宽高比
			var s = 200; //三维场景显示范围控制系数，系数越大，显示的范围越大
			//创建相机对象
			var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
			camera.position.set(200, 300, 200); //设置相机位置
			camera.lookAt(scene.position); //设置相机方向(指向的场景对象)
			/**
			 * 创建渲染器对象
			 */
			var renderer = new THREE.WebGLRenderer();
			renderer.setSize(width, height); //设置渲染区域尺寸
			renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
			document.body.appendChild(renderer.domElement); //body元素中插入canvas对象
			//执行渲染操作   指定场景、相机作为参数
			// renderer.render(scene, camera);

			let T0 = new Date(); //上次时间
			let render = () => {
				let T1 = new Date(); //本次时间
				let t = T1 - T0; //时间差
				T0 = T1; //把本次时间赋值给上次时间
				// requestAnimationFrame(render);
				renderer.render(scene, camera); //执行渲染操作
				// mesh.rotateY(0.001 * t); //旋转角速度0.001弧度每毫秒
				mesh.rotateY(0.001);
			}
			render();

			var controls = new THREE.OrbitControls(camera, renderer.domElement); //创建控件对象
			// console.log(controls)
			controls.addEventListener('change', render); //监听鼠标、键盘事件
		</script>
	</body>
</html>
